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The Psychology of Video Games blogJanuary 7th, 2010 |
There is a wonderful new blog up called The Psychology of Video Games, written by Jamie Madigan, who has a PhD in psychology. It basically looks at individual “brain hacks” so to speak and explains specific incidents in games using them (similar to how I’ve referenced these brain hacks in that Games Are Math talk, in the second half; or even in A Theory of Fun)…
So far he has done posts on
- confirmation bias
- the commitment fallacy
- fundamental attribution error
- the hot hand fallacy
- arousal and decision making
- loss aversion
- variable reinforcement and dopamine
- sunk costs
- contrast effect
The articles are lucid and funny… love the use of footnotes for humor.
And it’s a great intro to the overall topic for those of you who have not dug into this stuff before. I can’t want to read more.
To be sure, some players get lots of kill streaks because they are tiny, radiant gods of destruction whose skills at the game put every last member of the Boston Celtics to shame (who prefer Halo 3, after all). But skill aside, does the kill streak system in MW2 work in the sense that it gives players some momentum that propels them towards otherwise unreachable acts of virtual carnage? Is a player who has 10 kills in a row any more likely to get the 11th one needed to unlock a kill streak reward than he is to get the first kill?
Nope, says the science of psychology and basic probability theory. It’s all in their head because splash damage and javelin glitch abuse aside, each shot is basically an independent event. For any given player, any perception of kills clustering together more than usual is just a product the human brain’s tendency to see patterns where there are none –a phenomenon called “apophenia” by psychologists trying to win at Scrabble.

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